Design foundations are the fundamental knowledge and skills required to design a successful game. The following videos and resources discuss designing a core loop, creating progression systems that engage and retain players, and other foundational topics.
Core Loop Short
In this short video, Roblox lead game designer Dan Spaventa explains the concept and function of the core loop, the essential, repeated tasks that players perform in order to make progress in a game.
In this short video, Roblox lead game designer Dan Spaventa explains how testing your mechanics and user interface (UI) early in the development process can help you identify problems, fine-tune your design, and find the fun faster.
In this short video, Roblox lead game designer Dan Spaventa describes the key performance indicators (KPIs) that measure a game's health across engagement, retention and monetization.
Player Goals and Progression Workshop
In Part One of this workshop, Roblox senior game designer Kael O'Malley discusses the role that short, medium and long-term goals play in keeping players of all types engaged in your game. While watching, you can fill out the included exercise document to identify your target player types and the goals that will motivate them to keep playing.
In Part Two of this workshop, Kael explores the systems that allow players to make progress toward goals through interactions with a game's core loop. He shares examples of common progression systems, describes the various benefits that those systems offer, and provides practical tips for implementing them in your own game.
Season Pass Workshop
In this workshop, Roblox lead game designer Dan Spaventa explores the season pass feature, a game system that rewards players for completing quests within a period of time. After reviewing the feature's design and user interface, Dan walks step by step through the process of balancing a season pass.
Finding the Fun Roundtable ft. Splitting Point
In this roundtable, Roblox lead game designer Dan Spaventa interviews Splitting Point developers Jandel and Foryxe about how they "find the fun" in Wacky Wizards through brainstorming, prototyping and iteration.